@John-Cena The game is intended to be exclusively a WW II scenario. And while there will be special units for each nation... they are meant to be very historically based.
As @redrum has mentioned... we are using a WW I scenario right now to develop and test some of the concepts proposed in this thread. Some of the other things planned for this map are as of yet not implemented in the engine.

Made a quick edit just to see what it would look like if every starting factory had a synth barrel like Germany does in the latest iteration. I think it could actually work pretty well PvP even if the fuel for purchase was capped at like just one synth barrel per territory. Basically the destroy-able synth barrels could be interpreted as the reserve supply within a factory territory or the fuel logistics/distribution network (the tankers and pipelines or trains and planes, stuff that can be blown up), while the capture-able regular barrels would be like the actual oil fields and the stuff still in the ground... All goes to the same totals for gameplay movement purposes, but since you need a factory already in place to produce a synth barrel, there is that slight delay if a territory is trading hands, before the it can be fully exploited. Thematically, the synth barrels could represent fuel that's already been refined and in use above ground, while the regular barrels are like what you're digging and drilling out of the earth. Or at least that's one way it could be imagined.
all starting factories with synth fuel.tsvg
I think with a tight cap at 1, players would have a pretty strong incentive to capture each other's factory locations (to destroy the enemy supply, and develop your own added fuel), contesting the various VC's and +5 spots in the process. Under such conditions the Gold tiles would be really key to expanding the fuel reserve beyond the starting threshold, and to keep from running dry on the march down the road, since you'd need all the factories you can grab to place enough synth barrel units. If it was capped at 1 per territory (just like the factory unit), that would probably give room to keep the wheels turning into the endgame, but without risking a runaway oil bananza like might happen with unlimited placement. If 1 is too narrow, then could always go up to 2 or 3 per, but I think 1 might actually be enough.
Basically it would be like the green fuel barrel is associated with the factories, but has to built/replaced separately if destroyed. Maybe could also be subject to bombing? That might be cool. But even if it just worked like it does now I think it might be fun to use the unit to push the fight around the map a bit, building off the various contested factory locations. Anyhow, I don't think they need to be in place from the getgo, just wanted to see what the totals might look like in that edit above, but I like the idea that they have to be placed at an existing factories and that they get destroyed when conquered. It gives the whole game a cool new spin, since now you can knock off the opponents fuel as well as building up your own. Makes the resource management feel much more gratifying. Nice work!
Also, here are couple edit saves I was going to use for the solo challenge. It adds 10 synth barrels to the starting factories for either side. Since the AI doesn't understand how fuel works or how to conserve it, this should allow the machine to build up a huge reserve and basically have infinite fuel or at least more than its likely to use. For a harder challenge will probably add an income boost on top of that, (maybe flat rate at like 10 or something to see how that looks first) but thought I'd start here now that we have the new fuel unit to play around with. I dig it
Allies 10 synth fuel per starting factory.tsvg
Axis 10 synth fuel per starting factory.tsvg

Also, it would be better for the "Age" bonuses/objectives (PUs and Tech) to be given at end turn ("Turn Complete"), at the same moment you normally collect PUs, instead of before purchase. It would be generally more coherent and it would help you figure what you want to do, upon planning your purchase, during Combat Movement and such, if you have your (and everyone else's) actual statistics already definite (especially in the moment you are making your Combat Movement, and want to look at what PUs you have, to know what you will able to purchase, on that turn, without having to know and add up the Age bonuses, on top of that).

I had another version of Japan6 where moving captured Material was done excessively. All North-China, Singkiang and Calcutta only taken minimally, grab all the Mat (except one in Calcutta) and turn onto Chungking. Chungking would always fall in Japan7 in that scenario. Still decided against that... not because of the rule issue, I just like this outcome better.

@CrazyIvan I fully understand that.
However it is not "unstable" in a sense that it crashes your system. In fact it is a constant further development of the current stable.
But yes, stick to the current stable for now. There is enough to learn

@RoiEX
Thanks for the reply. Getting ready to give it another go. I found where I needed to be, but wasn't able to figure out how to dl/copy the file(s) I wanted.
Anyway, pretty sure I know what the problem is and am making a test mod with just the one change to see if it shows up.

@RoiEX said in Graphics Problems?:
Java is sometimes weird with graphics.
There's not anything we can really do about it.
Maybe when we migrate to JavaFX the problems will go away, but this is still a far future goal
Understood, thanks for the reply! Its not that big a deal once I found the workaround. I was very happy to find this game!!